I really disagree with the assault and ops changes. Assault was already weak as hell, and could only win by nuking (which was OP with dropship).
Yes. I know. That is why the class was revamped. Albeit not succesfully, but this isn't news. I believe I gave some mention of my hero choice statistics I was tracking where in all the 15-20 games I tracked nobody willingly picked Assault.
I disagree. Just functioning as a normal disruption web it already saves your life against every melee hero.
Warrior or Mutant trying to L2 you? Use an L1 and you get off with no additional damage.
With some spamming it gets just a little bit cheap. One or two casts wasn't OP, but once you can shoot out two or three webs every time you encounter an enemy hero, it gets a bit out of control.
L2 was so hard to hit with, and now it's harder to hit with and only stuns for long enough for the bat to catch up to the stunned hero.
I've seen some interesting chain stuns vs. some of the not super-fast classes.
L3 was pretty good before, but its new L3 is impossible to hit with (and can't be combo'd with stun because the fuse it too long).
I suppose, but it traps. One good hit does a LOT of damage.
Also, I have already agreed to FaZ-'s suggestion of adding some ITs to the blast creation.
L4 is now weaker as well (can't use 100 gas to buy ghost before you get your L4).
I have already addressed the Nuke problem by decreasing the cost of Nuke in the next version.
I agree both Ops and Assault are OP in M3
Assuming this is a typo.
And yes, mutant's night vision shows the whole map, not 3% of it, so it's much more useful than a scan.
You get three scans. (okay, 10 energy short of 3.)
You've also completely overlooked that your allies can see what you scan as well. I saw a VERY brutal burrowed Mutant ambush backfire with the Mutant's death yesterday.
And 4 rounds of stun with marine's range and attack rate is really strong.
I might change it to three stuns and/or shorten the duration. That might make things a little better.
Re: Special Ops, how about this arrangement:
L1 - Scanner, same as before. If it's really that underpowered, I'll lower the energy cost of scan to 50.
L2 - Bring back the Vessel for L2. Change energy costs of powers/vessel # limit to suit.
L3 - The current L2, crank up the damage slightly.
L4 - Bomber (as is now, without change I just mentioned [because it's an L4])
Its L4 was always the most or second most OP spell in the game, and now it can be abused even more with the dropship.
It's the best grinding spell in the game. And gets you a free outpost if nobody goes to get rid of the mines. Warrior's L4 also captures an outpost, too. Except that's even harder to stop because instead of taking a few mine hits (most likely for half damage because they're explosive damage, you have to make the Warrior leave too! Okay, maybe you can't take the mines out if you're Volt. Better than EMP, I guess.
I wouldn't call this L4 the most overpowered.
killing it at night (which is easily stopped by them throwing down another 2 cannons every other time you nuke it).
That gets very expensive very fast. And definitely gives you a net mineral gain.
PS. Summoner also needs nerfing: either to +1 attack, a pretty low cap on lings, removal of adrenal, or a complete revamp.
There has been enough discussion on this. I'm still deciding if/when to do this. I will probably follow suit with Unholy and reduce the maximum amount of Zerglings.
oh and btw idk how you figure Unholy's 1.5 is like starting from scratch.
You're putting words in my mouth. "Back to square one" and "starting from scratch" are two different idioms. If you play Unholy's plain 1.4 without any of my edits, you'll understand what I'm talking about.
Also, a note that I have confirmed the random hero beacon WILL give Warrior in 1.4M4.
Post has been edited 4 time(s), last time on Feb 27 2009, 4:30 am by Theodore Roosevelt.